sharing a little bit of what we learnt with skiddy, our first videogame, being a 100% independent...
DESCRIPTION
How behind a simple game there is a great work of simplification, a huge search to come up with the right feedback to create a game where everything is intuitive and natural for the user. The sinergic work that comes with the merge of code and design raises exponentially the game’s quality, and helps to take advantage of each platform’s unique features when doing the porting. The importance of reacting quickly to the user’s response even when your game has been already published and how translating your game makes the difference when comes to reach new markets and increase the downloads.TRANSCRIPT
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
Giselle Otero
Big Bang Pixel
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SkiddySkiddy: Experience in a : Experience in a first serious video game first serious video game
project project
Giselle Otero: Production Coordinator @ Big Bang Pixel
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
The goal is to bring the all the Skiddy toward the exit.
Game mechanicsGame mechanics
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
We can move in four directions. The game has no action component, therefore tilting the floor, all the Skiddy will move in the same direction until they meet an obstacle.
Game mechanicsGame mechanics
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Giselle Otero: Production Coordinator @ Big Bang Pixel
When a Skiddy goes out, it carries with him every Skiddy that touch him.
Game mechanicsGame mechanics
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
Clearing all the skiddies in the same move, we will get the Maximum Combo.
Completing the level in as few moves as possible we will accomplish the Minimum Moves medal.
A Perfect! is obtained by taking both medals at the same level.
Game mechanicsGame mechanics
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
11Simplify and Simplify and
reducereducefor a greater for a greater
valuevalue
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
In order to give a good level of challenge there is no need of many mechanics, neither of complex ones.
Canabalt, for instance, consists in pressing one single button to jump, and the difficulty is due to the pace of the game.
Simple Mechanics Simple Mechanics
"Canabalt", Semi Secret Software 2009 ©
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
The spikes kill the Skiddy therefore the player will try to avoid to touch them. In the same way the user that want to take out their Skiddy in the maximum combo will try to avoid the exits until he gets the correct move.
The spikes can give a highly negative feedback for a simple distraction, while the exits fit in the various goals of the game, giving a proportional feedback.
Evaluating the objects' similarity Evaluating the objects' similarity
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
Even a key element in most of the games may be redundant in yours. In our case, we kept the "score" for all the game development, but in "Skiddy" once you get the "Perfect!" is not possible to improve further, so we remove it.
Removing the unnecessary Removing the unnecessary
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
Certain elements could be combined to decrease visual noise without removing information and perhaps even improving it.
We combined the minimum moves to the par, giving the player 10 + the minimum moves. In this way the user knows how many moves he has left to get the "Perfect!" by subtracting 10 to the par.
Matching elementsMatching elements
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
22Feedback and Feedback and
SignalsSignals
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
The plane is inclined to justify that we can move simultaneously all the Skiddy.
Obvious Signals: Obvious Signals: The PlaneThe Plane
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
The plane is inclined to justify that we can move simultaneously all the Skiddy.
Obvious Signals: Obvious Signals: The PlaneThe Plane
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
The sky color The sky color indicates how the indicates how the player is player is progressing in the progressing in the game:game:
Obvious Signals: Obvious Signals: The SkyThe Sky
- Sky-blue until the player doesn't exceed the minimum moves.
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
The sky color The sky color indicates how the indicates how the player is player is progressing in the progressing in the game:game:
Obvious Signals: Obvious Signals: The SkyThe Sky
- Yellow until the player doesn't exceed the par.
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
The sky color The sky color indicates how the indicates how the player is player is progressing in the progressing in the game:game:
Obvious Signals: Obvious Signals: The SkyThe Sky
- Red once the user has crossed the par.
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
Unconscious Signals: Unconscious Signals: The cloudsThe cloudsThe clouds keep moving following the last move of the player, giving him a sense of control over the world.
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
Unconscious Signals: Unconscious Signals: The StylizationThe Stylization
In order to show that In order to show that the Skiddies cannot the Skiddies cannot move by themselves, move by themselves, their design has also a their design has also a graphical graphical shortcoming:shortcoming:I took off the mouth, I took off the mouth, that along with the that along with the eyes are the very eyes are the very least we expect from least we expect from a stylization.a stylization.
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
Unconscious Signals: Unconscious Signals: The StylizationThe Stylization
In order to show that In order to show that the Skiddies cannot the Skiddies cannot move by themselves, move by themselves, their design has also a their design has also a graphical graphical shortcoming:shortcoming:I took off the mouth, I took off the mouth, that along with the that along with the eyes are the very eyes are the very least we expect from least we expect from a stylization.a stylization.
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
Communicating through graphicsCommunicating through graphicsButtons that come out of the screen indicate that they lead us to another page.
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
Communicating through graphicsCommunicating through graphicsTo reinforce the concept that making the Skiddy leave in Maximum combo is a good thing c...
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
Communicating through graphicsCommunicating through graphicsTo reinforce the concept that making the Skiddy leave in Maximum combo is a good thing when the Skiddy get together they "smile".
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
Communicating through graphicsCommunicating through graphics
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
33Evolutionary PathEvolutionary Path
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
First testsFirst testsAt first the programmer "translated" the graphic examples directly into code, so we tested the functionality of the concept.
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
First testsFirst testsLevels were initially created in XML, a simple -yet quite slow- procedure to make them.
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
Being able to build levels directly in the game has sped up greatly in their creation.
Graphic editorGraphic editor
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
Besides seeking out potential problems (unsolvable levels), the computer can quickly calculate the par.
Error checkingError checking
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
The next step was to turn into rules all those feelings that separated good levels from all other ones.
Quality controlQuality control
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
(An example of the quality control)
Many testers have tried to complete a level with the maximum combo even if they had exceeded the par. So we decided that no matter which node the player may be in, it must be always possible to make the maximum combo. In this way the player can learn how to do it even if the level is no longer valid.
You can always make the Maximum You can always make the Maximum ComboCombo
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
Once having the controls in order to test the errors, the quality and the graphical aspects, it was finally possible to create a level generator.The time spent on level designing remained the same, but it increased the level's quality.With the level generator I was able to choose which and in what order to put the levels in the worlds.
Level GeneratorLevel Generator
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
The first level has the minimum necessary: two Skiddies to make possible the maximum combo, no interior walls, and an exit.
Level DesignLevel Design
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
In the second level, the inner wall is no longer a simple rectangle, also is the the hardest level of this first worlds's island just to spice things up for the user.
Level DesignLevel Design
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
In the third level there is a central wall, and from this level we learn that the exits can be more than one. Its also the level that shows you how to get the Minimun moves medal.
Level DesignLevel Design
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
This level teaches that the leaving Skiddy carries with him all those who touch him as it is not possible to take out just one Skiddy when they are together.
Level DesignLevel Design
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
44Work withWork withthe User's the User's PerceptionPerception
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
Objective data are less important than the user perception.
Look at the squares A and B.
PerceptionPerception
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
PerceptionPerceptionHere we can see that both are of the same color.
Here we can see that both are of the same color.
Here we can see that both are of the same color.
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
PerceptionPerceptionThe objective value of what we are giving does not matter. It only matters how its perceived.
Think of the loading, if we put a black screen the user will wonder if the game works. If we put drawings or writing the user will be active and the wait will seem shorter.
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
Obstacles will seem dangerous due to the error of perception.
Helpful obstaclesHelpful obstacles
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
User's first reaction is to escape from the obstacle he considers harmful.
Helpful obstaclesHelpful obstacles
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
Then the user will discover that is not possible to reach the exit with the rules he knows.
Helpful obstaclesHelpful obstacles
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
So he moves…So he moves…
Helpful obstaclesHelpful obstacles
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
… … and tests the and tests the new object, new object, discovering its discovering its properties.properties.
Helpful obstaclesHelpful obstacles
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
Every new object Every new object reveals to be reveals to be positive as positive as necessary to solve necessary to solve the puzzle.the puzzle.
Helpful obstaclesHelpful obstacles
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
In Skiddy there are three In Skiddy there are three main types of players main types of players and each one selects its and each one selects its level of difficulty by the level of difficulty by the objectives he choose:objectives he choose:
1.Ends the level within the 1.Ends the level within the par:par:Obtains the next level.Obtains the next level.
2.Makes at least a maximum 2.Makes at least a maximum combo: combo: Gets a medal.Gets a medal.
3. Nothing less than Perfect!:3. Nothing less than Perfect!:Gets 3 sparkling medals.Gets 3 sparkling medals.
The player shouldn’t The player shouldn’t have to be the one who have to be the one who adapts to the game's adapts to the game's level of difficulty. level of difficulty. Instead, the game must Instead, the game must offer the choice of offer the choice of different objectives.different objectives.
Objectives with Objectives with differentdifferent
level of difficultylevel of difficulty
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
For players who For players who finish a world with finish a world with nothing but nothing but "Perfect!" the "Perfect!" the game gives an game gives an extra level with a extra level with a different game different game play.play.
Bonus levelsBonus levels
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
55Constantly Constantly ImprovingImproving
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
Keeping Keeping Skiddy aliveSkiddy alive
New updates are vital to constant remind you users of your game.
Updates of new worlds but also with technical improvements, new languages, etc.
Skiddy started with 48 levels, only in english.
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel Keeping Skiddy Keeping Skiddy
alivealiveMaking an update once a month the downloads were constantly increasing.
On the last 2 months we dedicated to the WP version and the numbers started to show the need of a new update.
2 days ago we did a new update and now Skiddy has 132 levels.
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
New updatesNew updatesMore intuitive game options.Graphics with shader and antialising
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
New updates: Hard modeNew updates: Hard modeSome users solved the first levels without getting any medals, and then left the game thinking it was too easy. so we create the "Hard" mode in which the user can only get to the next level doing the perfect move.
We also added elements from the game to make the home more inviting.
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
New updates: Secret AwardsNew updates: Secret AwardsBefore, the secret awards were so secret that not even the name was revealed, now the player can see the name of the awards he is missing and has the possibility to ask for help to his friends or share it.
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
Giselle Otero: Production Coordinator @ Big Bang Pixel
Windows 8 settings have the preferences with the option to find apps in the user's language enable. This means a huge difference in what comes to visibility.
New Updates: TranslationsNew Updates: Translations
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Translating Skiddy really helped to open new markets. Until now we have it in 5 languages (English, Italian, Spanish, French and German), and are we are currently working in japanese and chinese translations.
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
Disabling the option in Italy the games passed from being 264 to 6307 (2389%)
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
Downloads & Downloads & LanguageLanguage
2 Weeks Befere
2 Weeks After
2 Months Average
Italiano 140 4999 2796
Español
87 4115 5142
Français
122 1329 1270
Deutsch
61 1572 2389
Translations increased downloads in 2832%.
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
66PortingPorting
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
Today, because of Today, because of third party third party software, the software, the porting of an porting of an application from application from one platform to one platform to another is another is becoming easier.becoming easier.
PortingPorting
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
Touch ScreenTouch Screen
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
TiltTilt
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
MouseMouse
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
KeyboardKeyboard
The game is fully controllable with the keyboard, with additional hot keys for special actions
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
JoypadJoypadEvery input system (but the tilt) give the user full control of the game and the game options.
When titlting the user needs to use the touch screen to access the game options.
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
Every Screen LayoutEvery Screen Layout
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle Otero: Production Coordinator @ Big Bang Pixel
Live TilesLive Tiles
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
Sharing a little bit of what we learnt with Skiddy, our first videogame, being a 100% independent three members team
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Giselle @ Big Bang Pixel . comGiselle @ Big Bang Pixel . com